void LLDrawPoolAvatar::updateRiggedVertexBuffers(LLVOAvatar* avatar) { LLFastTimer t(FTM_RIGGED_VBO); //update rigged vertex buffers for (U32 type = 0; type < NUM_RIGGED_PASSES; ++type) { for (U32 i = 0; i < mRiggedFace[type].size(); ++i) { LLFace* face = mRiggedFace[type][i]; LLDrawable* drawable = face->getDrawable(); if (!drawable) { continue; } LLVOVolume* vobj = drawable->getVOVolume(); if (!vobj) { continue; } LLVolume* volume = vobj->getVolume(); S32 te = face->getTEOffset(); if (!volume || volume->getNumVolumeFaces() <= te) { continue; } LLUUID mesh_id = volume->getParams().getSculptID(); if (mesh_id.isNull()) { continue; } const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); if (!skin) { continue; } stop_glerror(); const LLVolumeFace& vol_face = volume->getVolumeFace(te); updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); } } }
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) { if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled()) { return; } stop_glerror(); for (U32 i = 0; i < mRiggedFace[type].size(); ++i) { LLFace* face = mRiggedFace[type][i]; LLDrawable* drawable = face->getDrawable(); if (!drawable) { continue; } LLVOVolume* vobj = drawable->getVOVolume(); if (!vobj) { continue; } LLVolume* volume = vobj->getVolume(); S32 te = face->getTEOffset(); if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded()) { continue; } LLUUID mesh_id = volume->getParams().getSculptID(); if (mesh_id.isNull()) { continue; } const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); if (!skin) { continue; } stop_glerror(); const LLVolumeFace& vol_face = volume->getVolumeFace(te); updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face, vobj); stop_glerror(); U32 data_mask = LLFace::getRiggedDataMask(type); LLVertexBuffer* buff = face->getVertexBuffer(); if (buff) { if (sShaderLevel > 0) { //upload matrix palette to shader LLMatrix4 mat[64]; for (U32 i = 0; i < skin->mJointNames.size(); ++i) { LLJoint* joint = avatar->getJoint(skin->mJointNames[i]); if (joint) { mat[i] = skin->mInvBindMatrix[i]; mat[i] *= joint->getWorldMatrix(); } } stop_glerror(); LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette", skin->mJointNames.size(), FALSE, (GLfloat*) mat[0].mMatrix); stop_glerror(); } else { data_mask &= ~LLVertexBuffer::MAP_WEIGHT4; } buff->setBuffer(data_mask); U16 start = face->getGeomStart(); U16 end = start + face->getGeomCount()-1; S32 offset = face->getIndicesStart(); U32 count = face->getIndicesCount(); if (glow) { glColor4f(0,0,0,face->getTextureEntry()->getGlow()); } gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture()); if (normal_channel > -1) { LLDrawPoolBump::bindBumpMap(face, normal_channel); } if (face->mTextureMatrix) { glMatrixMode(GL_TEXTURE); glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } else { buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); } } } }
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow) { if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled()) { return; } stop_glerror(); for (U32 i = 0; i < mRiggedFace[type].size(); ++i) { LLFace* face = mRiggedFace[type][i]; LLDrawable* drawable = face->getDrawable(); if (!drawable) { continue; } LLVOVolume* vobj = drawable->getVOVolume(); if (!vobj) { continue; } LLVolume* volume = vobj->getVolume(); S32 te = face->getTEOffset(); if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded()) { continue; } LLUUID mesh_id = volume->getParams().getSculptID(); if (mesh_id.isNull()) { continue; } const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj); if (!skin) { continue; } //stop_glerror(); //const LLVolumeFace& vol_face = volume->getVolumeFace(te); //updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face); //stop_glerror(); U32 data_mask = LLFace::getRiggedDataMask(type); LLVertexBuffer* buff = face->getVertexBuffer(); if (buff) { if (sShaderLevel > 0) { //upload matrix palette to shader LLMatrix4 mat[JOINT_COUNT]; U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT); for (U32 i = 0; i < count; ++i) { LLJoint* joint = avatar->getJoint(skin->mJointNames[i]); if(!joint) { joint = avatar->getJoint("mRoot"); } if (joint) { LLMatrix4a tmp; tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix); tmp.setMul(joint->getWorldMatrix(),tmp); mat[i] = LLMatrix4(tmp.getF32ptr()); } } stop_glerror(); F32 mp[JOINT_COUNT*12]; for (U32 i = 0; i < count; ++i) { F32* m = (F32*) mat[i].mMatrix; U32 idx = i*12; mp[idx+0] = m[0]; mp[idx+1] = m[1]; mp[idx+2] = m[2]; mp[idx+3] = m[12]; mp[idx+4] = m[4]; mp[idx+5] = m[5]; mp[idx+6] = m[6]; mp[idx+7] = m[13]; mp[idx+8] = m[8]; mp[idx+9] = m[9]; mp[idx+10] = m[10]; mp[idx+11] = m[14]; } LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX, count, FALSE, (GLfloat*) mp); LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1)); stop_glerror(); } else { data_mask &= ~LLVertexBuffer::MAP_WEIGHT4; } U16 start = face->getGeomStart(); U16 end = start + face->getGeomCount()-1; S32 offset = face->getIndicesStart(); U32 count = face->getIndicesCount(); /*if (glow) { gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow()); }*/ const LLTextureEntry* te = face->getTextureEntry(); LLMaterial* mat = te->getMaterialParams().get(); if (mat && is_deferred_render) { gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP)); gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP)); gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP)); LLColor4 col = mat->getSpecularLightColor(); F32 spec = llmax(0.0001f, mat->getSpecularLightExponent() / 255.f); F32 env = mat->getEnvironmentIntensity()/255.f; if (mat->getSpecularID().isNull()) { env = te->getShiny()*0.25f; col.set(env,env,env,0); spec = env; } BOOL fullbright = te->getFullbright(); sVertexProgram->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, fullbright ? 1.f : 0.f); sVertexProgram->uniform4f(LLShaderMgr::SPECULAR_COLOR, col.mV[0], col.mV[1], col.mV[2], spec); sVertexProgram->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env); if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK) { sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f); } else { sVertexProgram->setMinimumAlpha(0.004f); } for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i) { LLViewerTexture* tex = face->getTexture(i); if (tex) { tex->addTextureStats(avatar->getPixelArea()); } } } else { gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture()); if(sVertexProgram) { if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK) { sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f); } else { sVertexProgram->setMinimumAlpha(0.004f); } } if (normal_channel > -1) { LLDrawPoolBump::bindBumpMap(face, normal_channel); } } if (face->mTextureMatrix && vobj->mTexAnimMode) { gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadMatrix(*face->mTextureMatrix); buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } else { buff->setBuffer(data_mask); buff->drawRange(LLRender::TRIANGLES, start, end, count, offset); } gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES); } } }